Jaffe needs to grow the fuck up, and realize that the reason he has become irrelevant is in fact *not* because he's just so much smarter than everyone else.
Saw Cory Barlog like a Jaffe tweet about this sadly. I dont understand it tbh.
All AAA games and studios are already outsourcing a lot of game development elsewhere.
I know. 70% of the people who worked on UN4 were outsourced. I was wondering if everything can be outsourced especially stuff like writing for studios like ND and CDPR. Basically can they find outsource studios that can provide them with the same level of quality or not, or stuff like that have to be done in house to ensure their games continue to live up to their reputation.
- A lot of games have yearly launches. These are just "pure" greed as the restrictive timetable will lead to crunch. COD and fifa comes to mind
I'm still not even convinced that crunch gets a game done faster, except in short bursts. Productivity drops when people work too long.
What should we listen to exactly? If the AAA market is not sustainable it is the job of the companies making AAA games to fix it, not the public.I've been saying the AAA market is unsustainable for a while but people won't listen because "wow red dead redemption 2 is so purty u guize"
The assumption that productivity drops when people work too long? Isn't that a basic fact? Rest is important.Good games need crunch and hard work, if you don't want that to happen to people who chose to work on them, by all means, stop playing them.
May I ask what qualifies you to make such an assumption?
Yes, that title for his video is really doing him a disservice. There's something to discuss here, but he just ruined it with an inflammatory title like that.The point he makes is something along the following: 'unionisation won't work, because it is easy for publishers to move the job to a different country where the push for unionisation is not nearly as strong.'
Can someone discuss the truth value of that point? Is it a real situation? Is there a way to counter this situation? If the answer to both is yes, then there doesn't like there's anything concrete that can be done about it, unless the publishers themselves go lawful good on the issue.
Please don't be angry with me, I'm just trying to understand the issue. This is the first time I've heard a counterpoint to the game dev unionisation, and I can't really find a way to refute the case he made myself.
The assumption that productivity drops when people work too long? Isn't that a basic fact? Rest is important.
The point he makes is something along the following: 'unionisation won't work, because it is easy for publishers to move the job to a different country where the push for unionisation is not nearly as strong.'
Can someone discuss the truth value of that point? Is it a real situation? Is there a way to counter this situation? If the answer to both is yes, then there doesn't like there's anything concrete that can be done about it, unless the publishers themselves go lawful good on the issue.
Please don't be angry with me, I'm just trying to understand the issue. This is the first time I've heard a counterpoint to the game dev unionisation, and I can't really find a way to refute the case he made myself.
Its not an assumption there have been multiple studies indicating that people are generally more productive in a shorter work week. Some places have even moved to a 4 day work week as a result.Good games need crunch and hard work, if you don't want that to happen to people who chose to work on them, by all means, stop playing them.
May I ask what qualifies you to make such an assumption?
Its not an assumption there have been multiple studies indicating that people are generally more productive in a shorter work week. Some places have even moved to a 4 day work week as a result.
Learn to like them there's a lot of good indie games, and games like xenoblade 2 are considered AA not AAA so stuff like that could still be aroundIf aaa games stop existing, I will essentially be done with games because indies just don't do it for me personally.
Not sure we need to see business ethics arguments from David "we need to give Milo Yiannopoulos a platform" Jaffe.
I don't like xenoblade. You can't just learn or force yourself to like something. The huge majority of games I like are aaa.Learn to like them there's a lot of good indie games, and games like xenoblade 2 are considered AA not AAA so stuff like that could still be around
Here's a Stanford University webpage that discusses that assumption:Good games need crunch and hard work, if you don't want that to happen to people who chose to work on them, by all means, stop playing them.
May I ask what qualifies you to make such an assumption?
It doesn't have to be xenoblade was just using as example, I mean games of that kind of scale can still be around and not be AAAI don't like xenoblade. You can't just learn or force yourself to like something. The huge majority of games I like are aaa.
Here you go buddy, Jafee's a dipshitOne bad thing does not make all things bad. Quoting this tells me that you have no valid response to his original point.
The video basically says AAA games currently require exploitation or are unsustainable.
Or from David "the alt-left is starting to look like the alt-right" Jaffe for that matter.
If your a market that cannot sustain itself without the overt exploitation of workers and consumers alike, you deserve to collapse. This is the capitalist hell we find ourselves in, a majority of our markets propped up by this sentiment
Yeah I hope CDPR will adopt this study, we will get Cyberpunk 2077 in 2077.
Nintendo is part of it too. Did botw need to have 120 shrines and a million korok seeds or odyssey having 1000 moons.AAA production values are great, but I don't understand how games still remain so massively over-scoped. Devs and publishers can look at Achievement/Trophy data and see that nobody is even finishing half of the campaign most of the time......so why are campaigns still so insanely bloated? Why does it take 60 hours to beat Assassin's Creed or Death Stranding?
I feel like a lot of the problems with budget and crunch could be solved simply by making smaller and more compact games.
AAA production values are great, but I don't understand how games still remain so massively over-scoped. Devs and publishers can look at Achievement/Trophy data and see that nobody is even finishing half of the campaign most of the time......so why are campaigns still so insanely bloated? Why does it take 60 hours to beat Assassin's Creed or Death Stranding?
I feel like a lot of the problems with budget and crunch could be solved simply by making smaller and more compact games.
I understand that it just seems (for me)little. For example fifa as had at least a campaign + 1-3 new/reworked mechanics + FUT support + new visual stuff (like stadiums/leagues/managers) every year for the last 4-5 years. It seems an extremely hard task to do every year without crunch even if you had like 2000 employees. Again i'm no engeneer but wouldn't the code be extremely hard to understand after doing this? wouldn't there be a crunch pressure since you already know the game is releasing this year? for example let's image they are doing something and frostbite tools don't allow it; can they afford to wait for tools, Is it necessary to make the tools alongside the features?COD despite being a yearly series, up to 7 studios are busy with the games and every entry has at least 3 years of development time.
FIFA studio is MASSIVE (both EA Romania and Vancouver have over 1000+ devs for FIFA) and they also recycle a lot of stuff so that's helps as well.
That's fine. Who cares? I'd rather the people who work on the games I enjoy are in better mental and physical health while doing it. It leads to an overall better project and there are fucking hundreds of goddamn games anyways waiting an extra 8,12 or even 20 months doesn't matter.
--unions won't work because publishers will outsource to non-union regions or countries
What about shrinking games down a little? Like botw having 60-80 shrines, and 500 korok seeds and the world being 75/80% of the size.Pretty sure it's because consumers demand bigger and bigger. Only the small minority want to pay full price for a game that is only 5-7 hours long. This is partly why open world games have exploded in popularity.